基于游戏的、共享的、数字化学习体验中的人性

Dale Patterson
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引用次数: 1

摘要

今天的学生在一个高度技术和数字化连接的教育世界中学习。从基于网络的资源,到社交媒体互动,甚至资源的游戏化,现代学生通过交互式数字镜头导航内容和参与的世界。在线教学的一个关键挑战是如何以一种激发学生兴趣的方式吸引他们。应用电脑游戏技术和基于游戏的互动已被证明具有帮助学生参与的潜力。基于游戏的系统能够推动个人探索和互动,并带来许多积极的结果。该项目扩展了基于游戏的教育系统的概念,重点是增加人脸交互,以参与多人在线游戏的参与者之间的实时视频聊天的形式。该项目涉及一项随机对照试验,41名学生比较两种在线3D开放世界多人教育游戏环境(呈现相同的学习材料)。一种环境(面部)增加了基于屏幕上人脸的实时视频聊天交互,另一种环境没有实时视频聊天。结果表明,两组学生的学习效果相似,但从统计数据来看,学生参与讨论的时间和自我报告的对基于人脸的环境的参与感有显著增加。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The Human Face in Play Based, Shared, Digital Learning Experiences
Students today study in a highly technical and digitally connected educational world. From web based resources, to social media interactions and even gamification of resources, the modern student navigates a world of content and engagement through an interactive digital lens. A key challenge in online delivery is engaging students in a way that stimulates their interest. The applied use of computer game technologies and play based interactions has been demonstrated as offering potential to assist in student engagement. The power of play based systems to enable personal exploration and interaction offers many positive outcomes. This project extended the concept of play based systems for education, with a focus on the addition of human facial interaction, in the form of live video chat between participants engaged in multi-player online game-play. The project involved a randomized control trial of 41 students comparing two online 3D open world multiplayer educational game environments (presenting the same set of learning materials). One environment (face) had the addition of live, on screen, human face based video chat interactions, and one without live video-chat. The results demonstrated similar learning outcomes in both groups, but there was a statistically significant increase in the amount of time students engaged in discussion and in terms of a self-reported sense of engagement with the human face based environments.
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